User:WillIdleAway/Sandbox
Unsubstantiated chords for Ending (theme from Kirby's Dream Course)Edit
Original (some chords are probably not quite right):
['verse'] B C# Gb Ebm G A B - C# D# G# Fm C# Bb D# (D#7) ['verse' with slightly idiosyncratic transposition] C D G Em G# A# C - D# F Bb Gm D# C F (F7) [interlude] Bb - - - [especially nice if you can break it up in eighths) C - - - Bb - - - C - - - [bridge passage] D E D E D E D E (-> Gb) B Gb B E E G#m - Gb [variations on 'verse'] F# G# Db Bbm D E F# - G# A# D# Cm G# F Bb (Bb7) E F# B Abm C D E - F# G# C# Bbm F# Eb Ab (Ab7) A B E C#m F G A - B C# Gb Ebm B Ab C# (C#7) [ending progression] Gb - - - [half time relative to the first interlude, no need to break it up in eighths) Gb - - - Ab - - - Ab - - - [repeat ending progression and fade]
KDB:
F G C D G Em G# A# C - D E A F#m D Bm E (E7) C# D# G# Fm Bb C D - G A D Bm G Em A (A7) D C D C F C F G [loop]
VideoEmbedEdit
twitterlinkEdit
Twitter link (Wayback Machine snapshot)
Twitter link (Wayback Machine snapshot)
プププでポポポなテーブルEdit
Tracking HAL Laboratory's troubled management of Twinkle☆Popo, through the eyes of Weekly Famitsu issues | |||||
---|---|---|---|---|---|
Warning: these magazines were clearly marketed to ... a demographic. Reader discretion advised if leafing outside of the pages indicated. | |||||
Issue/Date | Release date | Schedule | Did HAL run an ad? | Other notes | IA links |
0143 (1991/09/13) | n/a | n/a | Not that I noticed. | n/a | Schedule showing a distinct lack of twinkle☆ |
0144 (1991/09/20) | Late December 1991 | 12月発売のソフト Software for December release 下旬 〇ティンクル☆ポポ<HAL研究所> Late [Dec]: Twinkle☆Popo (HAL Lab.) 価格未定/カートリッジ Price TBD / cartridge (coloured red in issue 0144, indicating first appearance) |
Yes. They ran a two-page ad mostly about HyperZone, but also still trying to sell Metal Slader Glory. | n/a | Schedule (direct image link) Two-page HALken ad |
0145 (1991/09/27) | Not that I noticed. | n/a | Schedule (direct image link) | ||
0147 (1991/10/11) | Not that I noticed. | Go look at page 16. People were really looking forward to MOTHER II (working title) and it didn't even have a release date yet. | Schedule | ||
0148 (1991/10/18) | 12月発売のソフト Software for December release 下旬 〇ティンクル☆ポポ<HAL研究所> Late [Dec]: Twinkle☆Popo (HAL Lab.) 3400円(予価)[込]/カートリッジ 3400 JPY (expected) [incl tax] / cartridge (coloured blue in issue 0148, indicating change) |
Yes. Apparently YOU NEED JB KING, a 1.4 kg arcade joystick peripheral for the Super Famicom. Oh and also please buy HyperZone and Metal Slader Glory because we're skint. | n/a | Schedule (direct image link) Two-page HALken ad | |
0149 (1991/10/25) | Not that I noticed. | Not sure if you would have guessed this, but A Link to the Past was a pretty big deal. | Schedule | ||
0150 (1991/11/01) | Late January 1992 | ’92年1月発売のソフト Software for Jan '92 release 下旬 〇ティンクル☆ポポ<HAL研究所> Late [Jan]: Twinkle☆Popo (HAL Lab.) 3500円/カートリッジ 3500 JPY / cartridge (coloured blue in issue 0150, indicating change) |
Yes. It's another JB KING ad, but for now they're not also trying to sell you HyperZone or Metal Slader Glory. | Delay aside, I genuinely could not tell you why they would decide a 100-yen price hike was worth bothering with. | Schedule (direct image link) Two-page HALken ad (Bonus: reader review of Metal Slader Glory) |
0151 (1991/11/08) | ’92年1月発売のソフト Software for Jan '92 release 下旬 〇ティンクル☆ポポ<HAL研究所> Late [Jan]: Twinkle☆Popo (HAL Lab.) 3500円[込]/カートリッジ 3500 JPY (incl tax) / cartridge |
Not that I noticed. | Small detail: they add the [込] back in after the price in this issue. So at least that new price still includes tax. This issue also includes some fun stuff, including softball profiles of a number of game designers, including Miyamoto and Itoi. |
Schedule (Bonus: HyperZone extra game) | |
0153 (1991/11/15-22) | Yes. The YOU NEED JB KING ad from issue 0148 returns! | n/a | Schedule Two-page HALken ad | ||
0154 (1991/11/29) | Not that I noticed. | Holding pattern. | Schedule | ||
0155 (1991/12/06) | Yes! It's the ad! Twinkle☆Popo is really going to release later in January!! | Interesting that here, Popopo's profile describes a height of 16-24 pixels and not centimetres. That says a lot about how technically minded HAL tended to be, I think. | Schedule the ad | ||
0156 (1991/12/13) | 1st February 1992 | ’92年2月発売のソフト Software for Feb '92 release 1日 〇ティンクル☆ポポ<HAL研究所> 1st [Feb]: Twinkle☆Popo (HAL Lab.) 3500円[込]/カートリッジ 3500 JPY (incl tax) / cartridge (coloured blue in issue 0156, indicating change) |
Not that I noticed. And I wouldn't either if I were HAL, given that they ran an ad literally the previous week and then immediately had to delay the game to the following month. | For reasons that will become quickly clear, I think this particular image (which also advertises a 1992/02/01 release date) had to have run right around this time, albeit in a different magazine (probably Famimaga's Game Boy counterpart, if I had to guess). | Schedule (direct image link) |
0157 (1991/12/20) | n/a | It just falls off the schedule entirely. | They ran the YOU NEED JB KING ad again like nothing happened. | This development is curious for two reasons. One reason is that this image (Wayback Machine'd just in case) strongly resembles the end-of-year software listing in this issue ... except Twinkle☆Popo's not listed there. (I mean, why would it? It just got wiped from the schedule!) So I wonder if it was listed in a different ASCII magazine? The other reason is of course that we just saw this game get delayed from 'late January' to '1 Feb' the previous week. Why would HAL then feel like they had to completely withdraw any kind of release date? Unless ... they had a visit from Nintendo? |
Schedule (direct image link) JB KING is too powerful to be perturbed |
0158 (1991/12/27) | n/a | n/a | Not that I noticed. | Holding pattern. | Schedule |
0163 (1992/01/31) | Not that I noticed. | At this point we start missing out more Famitsu scans on the Internet Archive, unfortunately. Coverage is spotty. | Schedule (with slightly altered presentation but still no twinkle☆) | ||
0168 (1992/03/06) | 21st Apr 1992 | ’92年4月発売のソフト Software for Apr '92 release 21日 〇星のカービィー<任天堂> 21st [Apr]: Kirbyy[sic] of the Stars (Nintendo) 2900円[込]/カートリッジ 2900 JPY (incl tax) / cartridge (coloured red in issue 0168, indicating first appearance) |
Not that I noticed. | We're fortunate enough to catch KDL right when it first appears on the Famitsu release schedule. Two things of interest are that Kirby's name gets extra elongated for some reason, and that the price is lower. It's probably because with Nintendo publishing it there's probably more favourable manufacturing pricing, but I prefer to think that it's because Nintendo had already gotten more orders than HAL ever did at this point. Probably both? | Schedule (direct image link) |
0169 (1992/03/13) | Not that I noticed. | Still extra-long Kirby. | Schedule | ||
0170 (1992/03/20) | 21st Apr 1992 | ’92年4月発売のソフト Software for Apr '92 release 21日 〇星のカービィ<任天堂> 21st [Apr]: Kirby of the Stars (Nintendo) 2900円[込]/カートリッジ 2900 JPY (incl tax) / cartridge |
Not that I noticed. | Kirby gets a corrected name and also gets a nice little box in the New Games section just before the schedule. Things are looking up now. | Schedule (direct image link) Bonus: New Games preview (direct image link) |
0174 (1992/04/17) | 27th Apr 1992 | ’92年4月発売のソフト Software for Apr '92 release 27日 星のカービィ<任天堂> 27th [Apr]: Kirby of the Stars (Nintendo) 2900円[込]/カートリッジ 2900 JPY (incl tax) / cartridge |
Not that I noticed. | The lack of special markings indicates that the release date had already been delayed as of a previous issue. In fact, it may have been as recently as literally the immediately prior issue, as the 1992/04/17 issue of Famimaga still listed Kirby as a 1992/04/21 release. Famitsu also offered three copies of the Kirby game as a reader prize. |
Schedule (direct image link) |
Ando discussing Sky Tower / Road to Victory in the interviewEdit
カービィWiiの曲なんですけれども、
This is a song from RtDL,
カービィWiiをやる前から
but before RtDL,
名じたな?
what was the name? / did it have a name? [presumably referring to Kirby GCN]
ゲームキューブの頃に企画なって、
when things were being planned for the GameCube,
そのころ作った曲なんですけど、
that's when I wrote this song.
これすごく昔いから初期から作られってで、
It's from a very long time ago, and was made early on.
これはあるステージの曲だったんですね。
This was a song for a stage somewhere.
そのころのカービィの(え、ま、没になったすけど)企画として
At that time the Kirby game (although, well, it was scrapped) had planned for
最初普通の明るにステージであったものが荒廃になるとすごくなんか荒らされっていて、
a stage that initially was a normal bright stage but then ended up in ruins and became incredibly devastated,
そこにも[ぞってくる?]みたいなストーリーがあって
[??? something like 'and there's a story to go with that'? I really can't tell at all]
その時にこれと、ええとね、
At the time, in addition to this [Sky Tower] erm,
[plays Sky Tower version of shared phrase]
ていうフレーズを使った曲のもう一つ。
there was another song that used this phrase,
それが暗くなったんときので
when it became dark.
[plays Road to Victory version of shared phrase]
ていう曲を、ええと、
So this song also
ついになるよに作ったんですね。
was eventually made.
それで、両方ともカービィWiiにも使われったんだけど
And both were used in RtDL as well, but
[て曲の?]二曲が、本意図を、他の曲の元りもなっていて
as for these two songs, the original intention was for them to be the basis for other songs
カービィWiiでは
in RtDL as,
なんても支配的と言うか
how to say, a controlling?
シンボリックなフレーズとして
a symbolic phrase (motif),
色んなところに使うよにして
to be used in various places.
たから本意図、この曲、
So this song in its original vision
なんか重要な役割があるって言うね。
was supposed to play a somewhat important role.
Kirby (working title)Edit
When was Kirby GCN/Wii supposed to come out again? | |||||||
---|---|---|---|---|---|---|---|
Report date | Japanese title | Release date | Japanese ref | English title | Release date | English ref | Notes |
2004/05/28 | n/a | [1] | No English report. | ||||
2004/11/26 | n/a | [2] | No English report. | ||||
2005/05/27 | 星のカービィ(仮称) | 2005 TBA TBA |
[3] | No English report. | First appearance of Kirby (working title) on any of the annual IR supplementary explanatory material. TBA is translated from the original report's 未定, of course. Listed under the GameCube release schedule. | ||
2005/11/25 | 星のカービィ(仮称) | 2006 TBA |
[4] | No English report. | Suddenly this isn't listed for a European release at all, when The Legend of Zelda (working title) still is. Could be a simple error however. Still listed under the GameCube release schedule. | ||
2006/05/26 | 星のカービィ(仮称) | 2006 |
[5] | No English report. | Suddenly this isn't listed for a NA release either, when The Legend of Zelda (working title) still is (now for 2006/Q4), although no longer for Europe. Could be a simple error, or an omission for brevity. Still listed under the GameCube release schedule. | ||
2006/10/27 | 星のカービィ(仮称) | TBA |
[6] | No English report. | This is the first time the game is listed under the Wii's release schedule, but this is simply because Nintendo stopped showing GameCube releases starting with this report. What was The Legend of Zelda (working title) is now The Legend of Zelda: Twilight Princess, and is listed under the Wii schedule for all regions. It's possible that at this point the intention was for Kirby (working title) to come out on both GameCube and Wii. | ||
2007/04/27 | 星のカービィ(仮称) | TBA |
[7] | Hoshi no Kirby (Temp) | TBA |
[8] | The first report where investors were provided an English version of the supplementary information, but otherwise no change here. |
2007/10/26 | 星のカービィ(仮称) | 2008 |
[9] | Kirby (Temp.) | 2008 |
[10] | Seems like they actually bothered to translate 'Hoshi no Kirby' as 'Kirby'. |
2008/01/25 | [11] | [12] | They swear it's going to come out this year. | ||||
2008/04/25 | [13] | [14] | Seriously, this year. | ||||
2008/10/31 | 星のカービィ(仮称) | 2009 |
[15] | Hoshi no Kirby (Temp.) | 2009 |
[16] | Erm, okay, maybe next year. We're also back to just saying 'Hoshi no Kirby' for some reason. |
2009/01/30 | [17] | Hoshi no Kirby(Temp.) | [18] | Once again they swear it's going to come out this year. | |||
2009/05/08 | [19] | [20] | Totally coming out this year. (All this time, by the way, they've never re-listed this under any overseas release schedules, suggesting it never got as far as having any text to localise.) | ||||
2009/07/31 | [21] | [22] | ... wait, could they be serious about it this time? | ||||
2009/10/30 | [23] | [24] | ... are you sure?? with only two months left in the year??? | ||||
2010/01/29 | 星のカービィ(仮称) | TBA |
[25] | Hoshi no Kirby(Temp.) | TBA |
[26] | (shocked Pikachu reaction) More seriously, we know Kumazaki got involved in March 2010 based on the Iwata Asks interview, not long after prototype number three was shelved. So likely this was scrapped quite recently at the time of this report. |
2010/05/07 | [27] | [28] | RtDL was probably in a very early stage at this point. | ||||
2010/07/29 | n/a | [29] | n/a | [30] | Major development: the game comes off the expected releases lists. We know Kumazaki and company were given a year and a half but probably HAL and Nintendo didn't trust themselves at all at this point. Amusing sidenote: Kirby's Epic Yarn at this point was titled Kirby's Epic Yarn in the English report, but in the Japanese report, the title for Kirby's Epic Yarn is ... Kirby's Epic Yarn(仮称) or Kirby's Epic Yarn (working title). | ||
2010/10/29 | [31] | [32] | Kirby's Epic Yarn has its proper Japanese title at this point, but Kirby (working title) is still nowhere to be seen. | ||||
2011/01/28 | [33] | [34] | That first-party Wii release schedule is starting to look pretty bare... which is pretty hilarious because this is the day that Iwata announces RtDL to investors [35][36]. 'Please watch this' indeed. | ||||
2011/04/26 | 星のカービィ(仮称) | 2011 |
[37] | Hoshi no Kirby (Temp.) | 2011 |
[38] | Hey, look, it's Kirby (working title)'s triumphant return! No overseas release date though ... |
2011/07/29 | 星のカービィ(仮称) | 2011 2011年秋 CY2011/Q4 |
[39] | Kirby Wii (Temp.) | 2011 2011 Fall CY2011/Q4 |
[40] | Overseas release dates are assigned for the first time since 2005. This indicates Kirby GCN was actually probably in quite an advanced stage when it was scrapped. |
2011/10/24 | 星のカービィ Wii | 2011/10/27 2011/10/24 2011/11/25 |
[41] | Kirby's Return to Dream Land Kirby's Return to Dream Land Kirby's Adventure Wii |
2011/10/27 2011/10/24 2011/11/25 |
[42] | RtDL gains its final regional titles and release dates. The rest is history. |
Adding dev names to K64's Jukebox table?Edit
Originally I was zipping together the order of tracks and dev strings in ROM, but based on the K64 decompilation project I believe I have the order right.[1]
Kirby 64: The Crystal Shards Sound Check track list | |||||
---|---|---|---|---|---|
Number | Song | Plays in | Kirby's expression | Dev string | Notes |
001 | Training | The Tutorial reel | Smiling | 032K4RENSYUU1
|
|
002 | Friends Theme* | Sound Check | Smiling | 006K4DEMOSIMOBE1
|
Rearrangement of one of the Animal Friends themes from Kirby's Dream Land 3. Unused elsewhere in the game. The dev string's use of simobe (しもべ, "servant" or "minion") in this, and the following two songs, lines up with the discussion about the Animal Friends being intended to be "minions" early in their development. |
003 | Theater* | Theater menu | Enraptured | 007K4DEMOSIMOBE2
|
Rearrangement of one of the Animal Friends themes from Kirby's Dream Land 3. |
004 | Inside the Castle* | Pop Star - Stage 3, Rock Star - Stage 3 | Smiling | 008K4DEMOSIMOBE3
|
Rearrangement of one of the Animal Friends themes from Kirby's Dream Land 3, as well as "The Last Iceberg", also from Kirby's Dream Land 3. |
005 | Standings | Mini-Game results screen | Smiling | 009K4FANFARE1
|
Name given in Kirby's Return to Dream Land Deluxe. |
006 | Aqua Star | Aqua Star - Stage 1, Aqua Star - Stage 3 | Smiling | 010K4FIELD1
|
|
007 | Neo Star | Neo Star - Stage 2, Neo Star - Stage 4 | Wincing | 011K4FIELD2
|
|
008 | Rock Star | Rock Star - Stage 1, Rock Star - Stage 4, Neo Star - Stage 3 | Wincing | 012K4FIELD3
|
|
009 | Planet Popstar | Pop Star - Stage 1, Pop Star - Stage 3, Neo Star - Stage 1, Ripple Star - Stage 1 | Smiling | 013K4FIELD4
|
English name given in Kirby's Dream Collection Special Edition Compilation Soundtrack. |
010 | Above the Clouds | Shiver Star - Stage 2 | Smiling | 014K4FIELD5
|
Rearrangement of the Butter Building theme from Kirby's Adventure. English title given in Kirby: Planet Robobot Original Soundtrack. |
011 | Down the Mountain Stream | Aqua Star - Stage 2 | Smiling | 015K4FIELD6
|
Rearrangement of one of the Grass Land themes from Kirby's Dream Land 3. |
012 | Shiver Star | Shiver Star - Stage 1, Shiver Star - Stage 3, Factory Tour | Smiling | 016K4FIELD7
|
|
013 | Inside the Ruins | Rock Star - Stage 4 | Smiling | 017K4FIELD8
|
|
014 | Quiet Forest | Pop Star - Stage 2 | Enraptured | 018K4FIELD9
|
|
015 | Ruins | Rock Star - Stage 2, Aqua Star - Stage 4 | Enraptured | 019K4FIELD10
|
|
016 | Catacombs* | Ripple Star - Stage 2 | Shocked | 020K4FIELD11
|
|
017 | Studying the Factory | Factory Tour | Wincing | 021K4FIELD12
|
English name given in Kirby's Dream Collection Special Edition Compilation Soundtrack. |
018 | Ripple Star | Ripple Star - Stage 3 | Wincing | 022K4FIELD13
|
|
019 | Boss | All boss stages up through Shiver Star | Wincing | 001K4BOSS1
|
|
020 | Miracle Matter | Ripple Star - Stage 4 | Wincing | 061K4BOSS4
|
Name given in The Very Best of Kirby: 52 Hit Tracks and Kirby Star Allies: The Original Soundtrack. The dev string placing this song late in the sound archive aligns with Jun Ishikawa's anecdote that the theme was composed late in development. |
021 | Miss* | Kirby is KO'd | Shocked | 005K4DEAD
|
|
022 | Game Over* | The Game Over screen | Enraptured | 023K4GAMEOVER1
|
|
023 | Bonus* | The Bonus Game, end of boss fights | Smiling | 024K4GOALGAME1
|
|
024 | Rock Star: Stage Select* | Rock Star stage select screen | Smiling | 026K4LEVEL1
|
|
025 | Pop Star: Stage Select | Pop Star stage select screen | Smiling | 027K4LEVEL2
|
Name given in Kirby Star Allies: The Original Soundtrack. |
026 | Aqua Star: Stage Select* | Aqua Star stage select screen | Smiling | 028K4LEVEL3
|
|
027 | Neo Star: Stage Select* | Neo Star stage select screen | Wincing | 029K4LEVEL4
|
|
028 | Shiver Star: Stage Select* | Shiver Star stage select screen | Enraptured | 030K4LEVEL5
|
|
029 | Invincible* | While using Invincible Candy | Wincing | 031K4MUTEKI1
|
|
030 | Heading for 0² | Dark Star, prior to boss | Wincing | 060K4BOSS3
|
Name given in the Kirby 30th Anniversary Music Festival pamphlet. |
031 | 0² Battle | Battle with 0² | Wincing | 002K4BOSS2
|
English name given in Kirby's Dream Collection Special Edition Compilation Soundtrack. |
032 | Room Guarder | Battle with Mid-Bosses | Wincing | 034K4ROOM1
|
|
033 | Mini-Game select* | Mini-Game menu | Smiling | 035K4SELECT1
|
|
034 | Ripple Star: Stage Select | Ripple Star stage select menu | Smiling | 036K4SELECT2
|
Name given in the Kirby 25th Anniversary Orchestra Concert pamphlet. |
035 | World Map | Viewing the World Map | Smiling | 037K4SELECT3
|
|
036 | Select Screen | Main Menu | Enraptured | 038K4SELECT4
|
Name given on Nintendo Mobile, an official Nintendo ringtone service. |
037 | Boss Battles* | Boss Battles and Enemy Info menu | Wincing | 059K4SELECT5
|
|
038 | Checkerboard Chase | Checkerboard Chase | Wincing | 025K4ISOGASI1
|
|
039 | Bumper Crop Bump | Bumper Crop Bump | Wincing | 033K4ROCKN1
|
|
040 | 100-Yard Hop | 100-Yard Hop | Wincing | 062K4GURUME1
|
Rearrangement of the Gourmet Race theme from Kirby Super Star. |
041 | Battle with Friends: Waddle Dee* | Waddle Doo battle | Smiling | 039K4TYUBOSS1
|
|
042 | Battle with Friends: Adeleine* | Adeleine battle | Smiling | 040K4TYUBOSS2
|
|
043 | Battle with Friends: King Dedede* | King Dedede battle | Wincing | 041K4TYUBOSS3
|
|
044 | Opening | "The Dark Shadow" cutscene | Smiling | 042MV0_01
|
|
045 | Kirby's Quest | "Kirby's Quest" cutscene | Enraptured | 043MV0_02
|
|
046 | Waddle Dee? | "Waddle Dee?" cutscene | Smiling | 044MV1_WAD01
|
|
047 | Waddle On! | "Waddle On!" cutscene | Smiling | 045MV1_WAD02
|
|
048 | Art Attack | "Art Attack" cutscene | Smiling | 046MV1_AD01
|
It is unclear whether the developers originally wrote AD as a shortening of Ado or Adeleine.
|
049 | Adding Adeleine | "Adding Adeleine" cutscene | Smiling | 047MV1_AD02
| |
050 | Dark Dedede | "Dark Dedede" cutscene | Wincing | 048MV1_DEDE01
|
|
051 | A Reluctant Ally | "A Reluctant Ally" cutscene | Smiling | 049MV1_DEDE02
|
|
052 | On to Rock Star | "On to Rock Star" cutscene | Smiling | 050MV1_NEXTMAP
|
|
053 | Desert Desserts | "Desert Desserts" cutscene | Smiling | 051MV2_NEXTMAP
|
|
054 | All Washed Up | "All Washed Up" cutscene | Smiling | 052MV3_NEXTMAP
|
|
055 | Hot Waddle Dawdle | "Hot Waddle Dawdle" cutscene | Wincing | 053MV4_NEXTMAP
|
|
056 | Ripple Rescue | "Ripple Rescue" cutscene | Smiling | 054MV5_NEXTMAP
|
|
057 | Darkness Calls | "Darkness Calls" cutscene | Smiling | 055MV6_NEXTMAP
|
|
058 | Fare...well? | "Fare...well?" cutscene | Shocked | 056MV6_ENDING
|
|
059 | Crystal Clear! | "Crystal Clear!" cutscene | Smiling | 057MV7_ENDING
|
|
060 | Project K-64 | Staff credits | Smiling | 063MV8_STAFF
|
|
061 | Kirby Dance 1* | Sound Check | Smiling | 003K4CLEAR
|
The full Kirby Dance jingle. Unused elsewhere in the game. |
062 | Kirby Dance 2* | Sound Check | Smiling | 004K4CLEARSH
|
The short Kirby Dance jingle. Unused elsewhere in the game. |
Stories about Kirby's Dream LandEdit
Iwata's GDC keynote from 2011Edit
Now I hope you will also allow me to reflect briefly on how I personally learned some of these lessons.
At HAL Laboratory we created the first game that would star Kirby and we went out and preliminarily gathered purchase orders for only 26000 copies. That wasn't very encouraging.
So we showed the build to Nintendo and Mr Miyamoto. They suggested a few changes and offered to become the publishers. We at HAL agreed but had to cancel all, all of those purchase orders.
Although it was an action title, it was designed so that almost any player could finish it with a little patience. This went against the trend of more and more difficult challenges for players. But, Mr Miyamoto agreed. By itself, allowed us to reach many more potential consumers.
We had other conversations concerning universal appeal. For example, the original name translated to English sounded like this: 'Tinkle Popo'. Maybe not the best name.
In addition, some people in the Western market said a pink soft character floating in air would never be accepted. So in the West, they changed Kirby's colour on the box from pink to white.
Maybe they thought I would not notice. I did! (laughs)
But in the end all the arguments were settled in a good fashion. By constantly reconsidering the nature and mechanics of the game, Kirby did not just sell 26000. The game has sold more than five million.
Sakurai's side of the storyEdit
https://twitter.com/Sora_Sakurai/status/43005661247836160 https://twitter.com/Sora_Sakurai/status/43006034855464961 https://twitter.com/Sora_Sakurai/status/43006363865067520 https://twitter.com/Sora_Sakurai/status/43006735773999104 https://twitter.com/Sora_Sakurai/status/43007166520627200
あくまで私の視点での話……。初代カービィがロングランを続け、70万本を超えた頃。当時の山内社長は発表の会場で、「任天堂の味付けのおかげで、これだけ売れるものになった」と言いました。ハル研究所では充分な受注を取れず、任天堂に救ってもらったことは感謝してます。
Only speaking from my point of view ... Around the time that the first Kirby continued its 'long run' and sold over 700000 copies, then-President Yamauchi said at the presentation that 'it sold as much as this thanks to Nintendo's secret sauce'. I am thankful that Nintendo rescued HAL from a situation where we had not received enough purchase orders.が、実際には「ROM容量が2倍になった」「それに伴い2周目を追加できた」「タイトルを変えた」という3点だけで、ゲーム内容を変えたりゲームバランスのアドバイスをもらったわけではありません。
... but, in fact, just the three points of 'doubled ROM capacity', 'added a second game [Extra Mode] as a result', 'changed the title' ... doesn't make it the case that we changed the contents of the game or received advice about gameplay balance.任天堂の味付けに頼る私は無能、と言われたような気がしましたよ。会場では拳をにぎった。
It felt like he was saying I was useless and had to rely on Nintendo's secret sauce. I clenched my fists at the presentation.その納得のいかなさが、今の推進力になっているのか? と考えることもあるけど、たいへんカラダに悪いような気もしています。なるべく前向きに考えてますが。
The inability to accept this ... perhaps it has become my driving force today? Sometimes I think that may be, but I also feel it's very bad for my health. I'm trying to think as positively as possible.ちなみに、海外のカービィが白だったのは、ゲームボーイのROMが白黒だけだったため、海外の人が勘違いしたから。カービィは開発当初のイメージイラストからピンクでした。(マーカーを間違えてオレンジのものが1枚だけある) 宮本さんは、パックマンのイメージから黄色だと思っていたとか。
Additionally, the reason Kirby overseas was white was a mistake by the overseas people because the Game Boy ROM only had black and white [sprites]. Kirby was pink from the very first development concept art. (There is one piece that was orange because of a marker used by mistake.) Mr Miyamoto might have thought Kirby was yellow because of the image of Pac-Man.
Transcribing the 25th Anniversary Concert interview with Ishikawa, Ando, and Ikegami (incomplete)Edit
The transcriptions are really quite imprecise and are meant to convey the basic idea. The accompanying translation is even more loose.
(MC)次はですね。星のカービィの音楽制作に携わってこられた開発の方々にお話を伺っていきます。
(Host) Next, we'll hear stories from the development staff who have been working on music production for the Kirby series.
HAL研究所の石川淳さん、安藤浩和さん、そして池上正さんです。どうぞこちらに!
From HAL Laboratory, it's Jun Ishikawa, Hirokazu Ando, and Tadashi Ikegami. Please come to the stage!
皆様???お願いします。
Everyone, please [welcome them to the stage, presumably?].
宜しくお願いたします。それでは石川さんから自己紹介をお願いたします。
Great to talk with you. Well then, let's start introductions with Mr Ishikawa.
(石川)星のカービィの音楽や効果音を初代の頃から作っているいしかわじゅんと言います。
(Ishikawa) I'm Jun Ishikawa. I've worked on Kirby music and sound effects since the very first game.
(MC)宜しくお願いします。
(Host) Thank you very much.
(安藤)同じくへ、私は「夢の泉」からになりますが、やっぱり音楽と効果音を担当してる安藤と言います。え、お願い…宜しくお願いします。
(Ando) I'm Ando, and in the same way, although I started with Kirby's Adventure, I'm in charge of music and sound effects. Erm, great to ... it's great to be here.
(MC)宜しくお願いたします。
Thank you very much.
(池上)どうも初めまして。池上と申します。私は少し皆様、あの二人のよりも後で先程来い???いた。
(Ikegami) Nice to meet you all. I'm Ikegami. I started a little bit after the other two.
「星のカービィ2」からあの星のカービィのシリーズの音楽に関わっとります。ですので、この中ではこう見えましも一番の若手ということになります。
I've been involved with Kirby music since Kirby's Dream Land 2. So, even someone like me is positively the youngest in this line-up.
(MC)あの、毎回ここで苦笑いが起こるので、あの、どう受け止めたらいいか言うところですね。はーい、宜しくお願いたします!
(Host) Ah, every time there's bitter laughter here, so [??? I'm pretty sure I didn't transcribe this properly]. Yes, thank you very much!
(MC2?)お願いします!
(Host 2) Thank you very much!
(MC)あの、そしてね。皆さん、安藤さんは何故鶏のお洋服を召しなのかというのは後からお伺いするので、お待ち下さい。
(Host) Well then. Everyone, as for why Mr Ando is wearing chicken clothes, we'll ask about it later, so please wait.
(MC2)はい。までもここまでオーケストラの演奏を聞いてみて、まあ、もう一応最終日でことなんですけれども、改めましていかがでしたかね。(???)
(Host 2) Yes. We've heard the orchestra play, and it's now the last day [of the concert series], so I'm wondering about your thoughts.
(MC)(石川さんへ)はい。
(Host) (to Ishikawa) Yes.
(石川)え、オーケストラの皆さんの演奏が素晴らしいので、何だか自分の曲じゃないみたいです。
(Ishikawa) Hmm. The orchestra performs so phenomenally that somehow it doesn't sound like my music.
(MC)ご自身が作った曲ですよ。はい、安藤さんいかがでしょう?
(Host) It is your music, you know. Yes, what did you think, Mr Ando?
(安藤)はい、そうです、ええと。元々はオーケストラで演奏されるよにや作ってなかったんで、こんな風にすごい演奏になって、たのが聞けるのが、ううん、すごいと思いますね。はい。(笑)
(Ando) Yes, that's right, erm. Originally these weren't written to be played by an orchestra, so the amazing performance in this style, and being able to hear it—I think it's all amazing, yes. [laughs]
(MC)ありがとうございます。池上さん、いかがですかね?
(Host) Thank you. Mr Ikegami, what do you think?
(池上)はい、素晴らしです。本当に新たんですけれども、皆さん本当に上手いですよね。
(Ikegami) Yes, it's wonderful. It all feels very new, but you all play very well.
(MC)あの、プロですよ。プロですよ。(笑)
(Host) Well, they're professionals. They're professionals. (laughs)
(池上)はい。ええと、今日が最後というっても(?)本当にもったいないな、残念だ、そんな感じです。
(Ikegami) Yes, well, it's a shame that today's the last day. That's my feeling.
(MC)ええ、ちょっと、5、6公演ね。最初公演、(???)ちょっと感慨深いものがありますよね。さあ、そういた中で、未鈴さん、とういう話よ。最終的、最終日で伺っていきましょうか?
?
Yes, just a minute, five, six concerts. [???] it must be very emotional. Well, in the middle of all this, Ms Mirin [host 2], on this final day, what should we talk about?
(MC2)そうですね。やっぱりこのレジェンドの皆様には、ね、もう色々話を伺いたいんですけれども、やっぱりこのサウンドスタッフさんとの、ディレクターずいの皆さんとの制作秘話だったり思い出だったりなんかごうえんしょう(???)的だったことって何かありましたらぜひ教えてください!
(Host 2) That's right. Of course with all these legends, we could talk about so many things, but with the sound staff and with the director, I'd like to ask you about behind-the-scenes stories from the production process. Tell us anything you found interesting!
(MC)そうですね。あの、先ほど熊崎ディレクターが出てこられましたが、熊崎ディレクターへの思いなども含めてお伺いれていたと思います。石川さん、いかがですよ?
Right. Before we had Director Kumazaki out here, and I'm sure we'd like to hear thoughts on Director Kumazaki as well. Mr Ishikawa, how about it?
(石川)ええと。曲のイメージを言葉んにして人に伝えるというのはそれを伝えるディレクターにとっても、それを聞き取る私たちにとっても、あの、ものすごく難しいことなんですね。それは何十年やっても経験値がほとんど上がらない部分なんです。「星のカービィスーパーデラックス」最後の方にシューティングの面があるんですけれど、それは当時、あの、当時の桜井ディレクターという人からお話しを伺って曲が先に出来たんです。できあがった曲に対して桜井ディレクターがものすごい真剣な顔で、
(Ishikawa) Well. Putting the image of a song in words and communicating it to people is an extremely difficult task, both to the director communicating it and to those of us listening to it. Even after decades, this is something where we don't get more proficient with experience. Towards the end of Kirby Super Star, there's a shooting stage, and at the time I asked Director Sakurai for the story and wrote the song first. When the song was finished, Director Sakurai told me, with an extremely serious look:
「あの…石川さん。全然違うんです。」
'Erm ... Mr Ishikawa. This is completely wrong.'
「何がどう違うんですか?」
'How? What's wrong with it?'
「や、全然違うんです。」
'Erm, it's completely wrong.'
「シューティングなんですよ?」
'This is a shooting stage?'
「シューティングです。」
'This is a shooting stage.'
「横スクロールなんですよ?」
'It's a side-scroller?'
「横スクロールです。」
'It's a side-scroller.'
「宇宙空間なんですよ?」
'It's in outer space?'
「宇宙空間です。」
'It's in outer space.'
「じゃあ、こういう曲ですよね。」
'Well then, you want a song like this.'
「や、全然違うんです。」
'No, this is completely wrong.'
言うってる櫻井さんも困ってるし、聞いている私もどうしたらいいか分からないんで、何週間かしたら画面が出来上がってきたんですね。出来上がったんを画面を見てみたら、
Even as he said that, Mr Sakurai was in a difficult spot, and as I was listening I also didn't know what to do. After a few weeks, the graphics [for the shooting stage] were complete, and looking at the finished graphics, I said:
「全然違ったんです。」
'It was completely wrong.'
みんさんが知っている「シューティングの曲」というのはその後から新たに作り直したものです。
The Shooting music that everyone knows was newly rewritten after that point.
一方、熊崎ディレクターという人は、あの、曲のイメージを言葉にして人に伝えるということをそもそもあんまりもうしないようになってきて、とっても指示が具体的になってるんですね。指示が具体的になると仕事はやりやすいかというと、あの、自分としては「出来上がった」と思っているような曲をパソコンの画面を指さして、「ええと、ここでなってるメロディーをこことこことここで鳴らして」「こっからここまで2倍に伸ばして」「この辺はヘビーメタルにして」ねって言うんですよ。(MC笑)
Meanwhile, Director Kumazaki doesn't really use words to describe the image of a song [??? I might have transcribed this incorrectly], and his orders are very specific. Does having specific orders make it easier? Well, I can say 'I'm finished!' but he will point to the PC screen with the song that I think I've finished, and he'll say 'well, take this melody and have it ring here and here and here', 'stretch this by a factor of 2 from here to here', 'around here it should sound like heavy metal' ... (host laughs)
私はどうしたらいいんだ?(観客笑)
What should I do? (audience laughs)
困るのが私の仕事です。
Being in a difficult spot is my job.
(MC)「困るのが仕事」あったんですね。(笑)本当に、あの、対照的と言うことのお二人ですけれども。安藤さんは何かエピソードがありますか?
(Host) 'Being in a difficult spot is your job'! (laughs) Really, erm, contrasting, these two directors. Mr Ando, do you have any stories?
(安藤)ええと、そうですね。熊崎ディレクターを本当に、もう、どうしてくれって言うのが、凄く具体的で…
(Ando) Erm, right. Actually, Director Kumazaki, when he says things, can be very specific ...
たとえば、ある日は、家で気分の家の猫の声を持ってきて「これをラスボスに使ってくれ」…
For example, one day, he brought in the cry of a happy housecat at home and said 'use this for the final boss' ...
(MC)ああ、そうっすに…
(Host) Ah, really ...
(安藤)はいはい。あと、まあ、同じラスボスもありですけど、ええと、まあ、鳥の風切り音をしてくれる出来ないて、それ、鶏の声にしてくれていうで、まあいうに変えんて…
(Ando) Yes, yes. And, erm, for the same final boss, [??? difficult to parse but my best guess is] we didn't have the wind noise of a bird, so we changed over to using a chicken's cry ...
木の鶏にちょっとマイクを向けていかんですけど…
I went to the chicken in a tree with a little microphone ...
(MC)あの、それをまず、お話しする前に、ご自身がニワトリを飼われていると事を皆さんにお伝えください。
(Host) Erm, first, before you go on with your story, you should tell everyone that this is a chicken that you keep at home.
(安藤)ああ、はいはい。ええと…
(Ando) Ah, right, yes, erm ...
(MC)そもそも、あんまり普通にとかってないですからね。
(Host) In the first instance, it's not a very normal thing.
(安藤)そうですかね。(笑)はいはい。
(Ando) Is that right? (laughs) Yes, yes.
(MC)平静です…平静ですよ、中?
(Host) Is ... is it tranquil enough, inside?
(安藤)ああ、庭かってますね。
(Ando) Ah, there's a yard.
(MC)庭!もう、まさしく庭には二羽の話じゃないですか?
(Ando) A yard! Well, are we talking about two chickens in the yard? [There's some absurd wordplay around niwa being heard as three different possible bits of Japanese, at least!]
(安藤)そうですね。
(Ando) That's right.
(MC)はい、まあ、そういったことまって今日安藤さんはこの鶏シャツそして鶏のバッジまで…
(Host) Yes, well, and so today Mr Ando has got his chicken shirt, even his chicken badge ...
(MC2)ああ、なるほど。
(Host 2) Ah, I see.
(MC)…いうことなんですか。
(Host) ... isn't it?
(MC2)かわいい。
(Host 2) Cute.
(安藤)それ鶏を使っ、まあ、結局使って、ええと、ラスボスと、まあ、戦う武器に、最初はすごい小さくなるんですけれども、ええと、それが攻撃する声なんですね。攻撃する時にいるんですけど、ええと…
(Ando) So that chicken, well, in the end we used it, erm, in a weapon for the final boss battle, and to begin with it's quite small but, erm, it makes this sound when attacking but, well ...
慣れた人だともう、鳥のアレを攻撃する前にもう壊しちゃって聞くこそができないっていうか。
If you're familiar with this fight, even before you attack that bird thing, it's already destroyed so you can't hear it.
(MC)ええ?!因みそれ何のタイトルですか?
(Host) Eh?! By the way, which title is this?
(安藤)あ、そっか。ええ、ロボボ…(笑)
(Ando) Ah, right. Erm, Robobo— (laughs)
(MC)(笑)そっか。そうです、教えてください。
(Host) (laughs) Right. Yes, please tell us.
(安藤)ええと、「ロボボプラネット」の、あの、最後の最後辺りの敵なんですげど、それはもう、せっかく入れたのね。上手い人はあんまに聞くことなく倒しちゃうっていう。
(Ando) Erm, in Planet Robobot, it's an enemy near the end of the finale, but although we took the trouble to put [the weathercock] in, skilled players will probably defeat it without hearing it.
(MC)ちょっとあの会場の皆さんにお伺いちょっとおそろそろお伺いしたいですが、ちょっとあのニコニコの皆さんぜひコメントでいただけたらと思うんですけれども、あの「ロボボプラネット」のその…
Just a moment, if I can ask everyone in the audience at the venue, and also if everyone on Niconico [where the concert was livestreamed] can comment, this Planet Robobot's ...
ね、敵を倒すシーンですが、「鶏の鳴き声を聞いたよう!」と言う方、ちょっと手を挙げていただいてもよろしいでしょうか?
... boss killing scene, those of you who would say 'I heard the sound of a chicken crying!', please raise your hand for a moment ...
あ!あ!あ!!!いらっしゃいますよ?でも、ちょっとちらほら…
Oh! Oh! Oh!!! You are there?! Well, here and there ...
(MC2)…ちらほら…
... a sprinkling ...
(MC)…と言うのか。
... one could say.
Prototyping multi-language Celebration Picture namesEdit
This is the version actually used for the page.
|
This is me secretly prototyping tabulation of the RtDL DX Jukebox titles.
Celebration Picture titles | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Japanese | English | Canadian French | European French | Dutch | Italian | German | Latin American Spanish | Castilian Spanish | Brazilian Portuguese | Korean | Traditional Chinese | Simplified Chinese |
はじまりのライバル | The First Rival | Le premier adversaire | De eerste rivaal | Il primo rivale | Der erste Rivale | El primer rival | ??? | 첫 번째 라이벌 | 最初的對手 | 最初的对手 | ||
くものうえドリーム | A Dream Above the Clouds | Rêves dans les nuages | Een droom boven de wolken | Sognando sopra le nuvole | Traum über den Wolken | Sueño sobre las nubes | ??? | 구름 위 꿈나라 | 雲上夢幻 | 云上梦幻 | ||
スーパーウルトラバトル! | Super Ultra Battle! | Bagarre de Super Stars | Superultragevecht! | Battaglia Super Ultra! | Super-Ultra-Kampf! | ¡Superultrabatalla! | ??? | 슈퍼 울트라 배틀! | 超究極大戰! | 超究极大战! | ||
おいしいピクニック | A Delicious Picnic | Un pique-nique délicieux | Een heerlijke picknick | Un delizioso picnic | Ein leckeres Picknick | Un pícnic delicioso | ??? | 맛있는 피크닉 | 美味的野餐 | |||
御宝争奪大迷宮 | The Great Labyrinth Battle | Aventures dans le grand labyrinthe | Gevecht in de doolhof | Battaglia nel labirinto | Der große Kampf im Labyrinth | Batalla en el laberinto | ??? | 보물 쟁탈 대미궁 | 寶物爭奪大迷宮 | 宝物争夺大迷宫 | ||
FIGHT FOR THE CROWN!! | FIGHT FOR THE CROWN! | Bataille pour la couronne | VECHT OM DE KROON! | Lotta per la corona! | Kampf um die Krone! | ¡LUCHA POR LA CORONA! | ¡Lucha por la corona! | ??? | FIGHT FOR THE CROWN!! | FIGHT FOR THE CROWN!! | ||
空へと続くきせき | A Miracle Sent to the Skies | Un miracle dans les cieux | Een wonder in de hoogte | Miracolo nei cieli | Ein Wunder gen Himmel | Un prodigio enviado a los cielos | ??? | 하늘로 이어지는 기적 | 延續到天空的奇蹟 | 延续到天空的奇迹 | ||
ロボボメモリーズ | Robobot Memories | Souvenirs de Robobot | Robobot-herinneringen | Ricordando Robobot | Robo-Erinnerungen | Recuerdos de Robobot | ??? | 로보보 메모리즈 | 機器博博的回憶 | 机器博博的回忆 | ||
星空のいたずらパニック | Crazy Mischief in the Stars | Folles espiègleries dans les étoiles | Gekke fratsen in de sterren | Follie tra le stelle | Närrischer Unfug in den Sternen | Travesuras y desconcierto en las estrellas | ??? | 별하늘에서 당황스런 장난 | 星空的惡作劇慌亂 | 星空的恶作剧慌乱 | ||
ゆめをかなえに しゅっぱつ! | Chasing Our Dreams | Réalisons nos rêves! | Réalisons nos rêves ! | Onze dromen achterna | Alla conquista di un sogno | Jagd nach den Träumen | En pos de nuestros sueños | ??? | 우리의 꿈을 위해 출발! | 向實現夢想出發! | 向实现梦想出发! | |
フレンズ ホリデイズ | Friends' Getaway | Vacances entre amis | Vrienden op vakantie | Amici in panciolle | Ausspannen mit Freunden | Vacaciones con amigos | ??? | 프렌즈의 휴가 | 盟友假期 | |||
影なる共闘 | Shadowy Partners | Alliés de l'ombre | Schimmig duo | Oscuri alleati | Dunkle Komplizen | Aliados de la sombra | ??? | 숨겨진 파트너들 | 成為影子的共同戰鬥 | 成为影子的共同战斗 | ||
ココロノスガタ | The Shape of a Heart | La forme d'un cœur | De vorm van een hart | La forma del cuore | Umriss eines Herzens | La forma del corazón | ??? | 마음의 형태 | 心的姿態 | 心的姿态 | ||
虫ケラが鳴くロカビリー | Rockabilly And Blues | Entomoblues | Rockabilly en blues | Rockabilly & Blues | Rockabilly und Blues | Insectoblues | ??? | 벌레가 우는 로커빌리 | 昆蟲鳴叫的鄉村搖滾樂 | 昆虫鸣叫的乡村摇滚乐 | ||
ブレイクタイム・ブレイクダウン | Break Time Breakdown | Pause panne | Panne in de pauze | Guasto durante la pausa | Schadensaufnahme im Pausenraum | Pausa por avería | ??? | 브레이크 타임・브레이크 다운 | 休息‧安息 | 休息・安息 | ||
「幸せ」だと伝えて | Let Them Know We're Happy | Dites-leur qu'on est heureuses! | Dites-leur qu'on est heureuses ! | Gelukkige dagen aan het strand | Quanto siamo felici! | Glückliche Tage am Strand | Una muestra de nuestra felicidad | ??? | 행복하다고 전해 줘 | 傳遞「幸福」 | 传递“幸福” | |
バッドボスブラザーズ | Bad Boss Brothers | Belle bande de boss | Boosaardige bazenbende | Boss fratelli cattivelli | Zusammenkunft der bösen Bosse | Hermandad de jefes malvados | ??? | 배드 보스 브라더스 | 壞魔王兄弟 | 坏魔头兄弟 | ||
さよならカービィ | A Farewell to Kirby | Un adieu à Kirby | Vaarwel, Kirby | Addio a Kirby | Kirby nimmt Abschied | La despedida de Kirby | ??? | 안녕 커비 | 再見卡比 | 再见卡比 |
Exploring adding debugging names to the Kirby's Dream Course Sound Room tableEdit
The Sound Room is unlocked in Kirby's Dream Course after getting at least a bronze medal on every Extra Game course. It is made available to select from the title screen, and allows the player to listen to 32 distinct music tracks (referred to as BGM) and 125 sound effects (referred to as FGM). 000 does not correspond to any tracks in this game, and some of the BGM tracks are lengthier sound effects, rather than proper songs.
It is also possible to access each of these music tracks and sound effects through a Debug Mode in the Japanese version. The Debug Mode shows the internal development name given to every single music track and sound effect.
The following table lists every song in the Sound Room of the international version of Kirby's Dream Course. The table however omits the music track (named OPENING DEMO in the Debug Mode) that plays during the opening story cutscene exclusive to the Japanese version. Note that song names are conjectural unless otherwise specified:
Kirby's Dream Course Sound Room track list | ||||
---|---|---|---|---|
Number | Song | Plays in | Debug Mode name | Notes |
001 | Medal glimmer | Earning a Medal | MEDAL | |
002 | Ending | Staff credits. | EPILOGUE | Name retrieved from The Very Best of Kirby: 52 Hit Tracks (translated from Japanese). |
003 | Opening demo | The title screen in the Japanese version | BYOON | Sound effects for the animation played on the Japanese version's title screen. |
004 | Title | Title screen and main menu | TITLE | |
005 | Extra | A bonus feature is unlocked | PRESENT FOR YOU | |
006 | Yogurt Yard | Holes 1-7 on Course 2, Holes 5-7 on Course 7, Holes 5-7 on Mr. Shine & Mr. Bright Course | YAMAYAMA | Rearrangement of the Yogurt Yard theme from Kirby's Adventure, also known as Mountain Stage. The Debug Mode name is likely a romaji rendition of 山山, meaning 'mountains here, there, and everywhere' by its repetition of the kanji for 'mountain'. |
007 | Float Islands | Holes 5-7 on Course 1, Holes 1-4 on Whispy Woods Course | ISHIKAWA | Rearrangement of the Float Islands theme from Kirby's Dream Land. The Debug Mode name likely refers to its original composer, Jun Ishikawa. |
008 | Alternate Course 5 theme | Holes 5-7 on Course 5, Holes 1-4 on Mr. Shine & Mr. Bright Course | DAMEDAME | The Debug Mode name in its original Japanese form, 駄目駄目, translates loosely to 'no, no' (in the sense of stopping someone from doing something) or 'no good' (in the sense of not even being a little bit useful). |
009 | Course 6 theme | Holes 1-7 on Course 6, Holes 5-7 on Kracko Course | SAWAYAKA | The Debug Mode name is likely supposed to be 爽やか or 'refreshing', an appropriate description of the track's mood. |
010 | Course 5 theme | Holes 1-4 on Course 5, Holes 1 & 2 on Course 7, Holes 5-7 on Whispy Woods Course | NIGIYAKA | The Debug Mode name is likely supposed to be 賑やか, meaning 'bustling' or 'lively', an appropriate description of the track's mood. |
011 | Courses 1 & 3 theme | Holes 1-4 on Course 1, Holes 1-7 on Course 3, Holes 3 & 4 on Course 7, Holes 1-4 on Kracko Course | NORMAL | |
012 | Iceberg Ocean | Holes 1-7 on Course 8, Holes 5-7 on Gordo Course | WHITE | Name retrieved from the Kirby's Dream Collection Special Edition Compilation Soundtrack. |
013 | Hole 8 theme | Hole 8 on all courses | SAIGO | The Debug Mode name is 最後 meaning 'last' in the sense of 'final', referring to the use of the theme for the final hole of each course. |
014 | Course 4 theme | Holes 1-7 on Course 4, Holes 1-4 on Gordo Course | YUMEYUME | It is unclear whether the Debug Mode name is intended as a transliteration of 努努 (meaning 'definitely' or 'even a little bit' chiefly to underscore that something must not be done) or a simple empathetic repetition of 夢 (meaning 'dream'). |
015 | Kirby Dance | End of courses, after receiving a score | CDANCE | |
016 | Continue? | Continue and Game End screen | CONTINUE | |
017 | Miss | Kirby is KO'd | OB | The Debug Mode confusingly refers to this track as OB (and the OB music track as OB2), despite its being used specifically for non-OB KOs and missing the OB sound effect. |
018 | OB | Kirby falls OB | OB2 | |
019 | Finish | Plays after finishing Hole 8 on a course | SCORE | |
020 | 2P Game | The 2P Game menu | NEXT HOLE | |
021 | Cutscene | During cutscenes | EYECATCH | |
022 | Member select | Selecting a file to play | NAME | |
023 | World hub | In the World Map | COURSE 1P | |
024 | Clear | Plays after finishing a hole (not Hole 8) in a course | COURSE 2P | |
025 | Hole | Plays after entering the cup with a par of 2 or more | CUPIN | |
026 | Hole in one | Plays after entering the cup on the first shot | CUPONE | |
027 | Tutorial | During the tutorial reels | GAME 0 | |
028 | VS. Robo Dedede | Robo Dedede battle | BOSS DEDEDE | |
029 | VS. Robo Dedede: Pinch | Robo Dedede battle, when the boss is close to Kirby's starting point | BOSS KITA | Name retrieved from Kirby Star Allies: The Original Soundtrack (translated from Japanese). The Debug Mode name is likely meant to be ボス来た, meaning 'the boss comes' (as in 'when the boss comes toward Kirby'). |
030 | VS. Robo Dedede with opening sounds | Beginning of Robo Dedede battle | BOSS DETA | The Debug Mode name is likely meant to be ボス出た, meaning 'the boss appears' (as in 'when the boss appears'). |
031 | Robo Dedede defeat | Sounds of Robo Dedede being defeated, and the castle subsequently exploding | BOSS BKHT | The Debug Mode name is likely meant to be ボス爆発 (bakuhatsu), meaning 'boss explosion'. |
032 | Game Over | Game Over screen | GAME OVER |